From the text to the set pieces, the essence of each zone shines through. While the Elves might have the player sneaking about using cunning and finesse, the Orcs will load him (or her) into a “lobber” (catapult) and hurl you over the enemy defenses for some “stunty smashin”. Even though the quests in each tier are fundamentally the same, the changes in theme help to keep the gameplay fresh.
This is a shame because Warhammer Online has a fantastic, user-friendly group system.For the most part, quests follow the standard ‘kill/gather 10 of X’ formula which has become a staple in the MMO genre. Occasionally the player encounters a chain quest that leads up to a battle with a unique monster, but disappointedly these quest chains rarely escalate in difficulty and become tedious. In general, questing never requires a group and this can lead to a sense of isolation. The lack of group focus in PvE means fewer bonds are formed and, in general, less social interaction takes place.However, it hurts the communal nature of an MMO. There is little communication and with fights designed for public play, they are not overly complex and tend to turn into zergfests. Overall, this is a great system that enables players to experience content similar to endgame raid fights.
The most significant questing innovation Mythic has made is the implementation of Public Quests. These quests are repeatable world events that are broken up into stages, which upon successful completion lead to a mini boss fight. Mythic did not intend Warhammer to be a PvE game; the central focus is on group-oriented RvR, encouraging teamwork over individual achievement.